#include "common.h"

uniform sampler2D s_distort;

layout(location = TEXCOORD0) in vec2 vTex0;

layout(location = COLOR0) out vec4 oColor;

//////////////////////////////////////////////////////////////////////////////////////////
// Pixel
void main ()
{
//	half2 	distort	= tex2D		(s_distort, vTex0);
	half2 	distort	= texture2D(s_distort, vTex0).rg;
	half2	offset	= (distort.xy-.5f)*def_distort;
	half3	image 	= texture2D( s_base, vTex0).rgb;

	// out
	oColor			=  half4	(image,1);					// +mov
}
